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-   -   [REL] TORPEDO +20% or +25% more powerful (Updated version, patch 1.2 compatible) (https://www.subsim.com/radioroom/showthread.php?t=112817)

CaptainKobuk 04-21-07 08:01 PM

[REL] TORPEDO +20% or +25% more powerful (Updated version, patch 1.2 compatible)
 
TORPEDO +20% or +25% more powerful (Updated version, patch 1.2 compatible)

:ping:DOWNLOAD LINK #1:
http://myfreefilehosting.com/f/018493ed15_0.1MB

:ping:DOWNLOAD LINK #2:
will post link later

Install this MOD with JSGME http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe

Download and choose which MOD you want to install. (Don't install both:doh:) :D

I use the 20% MOD. Because 25% was slightly too powerful in terms of trying to achieve my own preferance in balance between fun and challenge. You may like 25%.

:sunny:files effected:
-----------------------------------
\Data\Library\Torpedoes_US.zon
-----------------------------


:sunny:What this mod does:
----------------------------------
The 4 variables that determine the destructive power of each of the six USA Submarine Torpedoes in the game were each inceased. The MK10, MK14, MK16, MK18, MK23, MK27.

There are only 4 moddable numbers for each torpedo's hitting power in the game. These are the minimum and maximum RADIUS of the area on the target that is effected by the torpedo's explosion. And the minimum and maximum EXPLOSIVE POWER of the torpedo warhead. These ranges in value simulate the fact that in real WWII naval warfare, when a torpedo hit a ship the resulting explosion was never guaranteed to be always the same. This MOD keeps true to that simulation. So in this game, when you shoot a torpedo and it hits your target, the resulting damage could be 50% less than the possible maximum.

I checked and rechecked these MODs for mistakes. :doh: Like wrong numbers in the modded variables. There are no mistakes in these MODs. So they can be used with confidence. :know:


:sunny:Why this mod?:
----------------------------------
In my opinion the original torpedoes in this game were slightly underpowered. I wanted to increase that power just enough to balance things out in favor of having more fun and satisfaction. Which has to also include maintaining the game's challenge. So it's not too easy.

The true devastating power and the dread of being on a ship and being struck by a torpedo is enhanced slightly by this MOD. I'm guessing that at least 20% to 25% fewer cripples will occur. Replaced by single shot kills. And the occasional requirement of pumping 4 MK14 torpedoes into a large cargo ship to sink it should be reduced or perhaps even eliminated now. Three strikes and your out, if you work for the Japanese Merchant Marine Fleet on a heavy transport.

:sunny: Let me know what you think about this MOD.

yllekm 04-21-07 08:54 PM

w00w00! Thanks CaptainKobuk - the 20% mod is exactly what I wanted after trying out your 25% mod.

CaptainKobuk 04-23-07 06:46 AM

Quote:

Originally Posted by yllekm
w00w00! Thanks CaptainKobuk - the 20% mod is exactly what I wanted after trying out your 25% mod.

That's great. I tried the 20% version and decided to return to using the 25% version. At least while all that is available in the Campaign are the MK14 torpedoes.

The most powerful torpedo in the game arrives later on. Much stronger than an MK14. I'll swap MODS and return to 20% then. Not a lot of difference but mainly just a step in a direction up or down in power.

Probex 04-23-07 06:23 PM

I agree with your line of reasoning, CaptainKobuk.

This mod adds a bit to the fun while it still does not always guarantee a kill with even 2 torps on some merchants.

Someone said that IF the devs fix the ship damage modelling etc. etc. One will grow old and frustrated waiting for the dev to "perhaps" fix something or not.


Well done.




`S

Mechman 04-26-07 01:17 AM

THe damage seems to be right, but the blast power seems excessive. I've had sub chasers get blown in half, and each half pop ten or twenty feet in the air, spin end over end, and then sink almost instantly. I know they're tiny ships, but that still seems a bit much.

Kataki 04-26-07 01:33 PM

LOL I have never seen that, sounds hilarious.

Mechman 04-27-07 12:30 AM

Hilarious, but odd. It may be entertaining at first, but it kinda throws realism to the wind.

7Enigma 04-27-07 10:05 AM

Thanks so much for this mod. I was bummed when 1.2 broke the previous torp power mods. And I can't wait to torp a subchaser after the replies here.....sounds great.:rock:


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